Well.
Haven't done one of these in a hot minute. Been somewhat out of the Magic scene since COVID-19 came along and ruined everyone's lives (and still continues to do so, sadly). But I'm bored, and This Eldrazi-free incarnation of Zendikar seems like a pretty cool set, so let's take a look at it.
White
Kicking things off with a Mythic Angel, and boy it's a weird one. A 2/6 with Flying and Double Strike for 5 isn't particular exciting, though it might see play in some Boros decks that run a lot of Swords of X and Y. But then you have the weird symmetrical life gain effect, and you're like "Huh?"I'm also usually not a big fan of Stax/Hate Bear stuff, but some are less offensive than others. This one, I actually quite like. Limiting players to on spell a turn is an effect I don't feel miserable about playing even in a casual setting. And the second effect is also fine at most tables. It slows people down but doesn't lock them out of playing, so I have no issue playing with or against these cards.
I'm mainly covering this card just to talk about the Party mechanic.
Landfall is always one of the more exciting mechanics to return, but I have to admit, it feels like they toned it down JUST A BIT in this iteration. At least in white, there is nothing quite as impactful or powerful as Emeria Angel or Admonition Angel.
And now we have a new thing - cards with spells on one side, and lands on the back side. We've seen Double-faced cards before of course, but these are new in that you choose which side to play when you play it, and that's it! There's not flip or transform mechanic. You either get a land or you cast a spell, and that's all she wrote.
This is easily White's best Landfall card of the set, and the only one that almost certainly slots into most W/x landfall decks. It actually probably goes into many W/x decks that are instead focused on +1/+1 counters. This feels like a HUGE upgrade to Retreat to Emeria for only 1 mana more. The only scenario I see in which you don't immediately replace the Retreat with this is if your deck actually needs the Ally tokens specifically.
This cleric should be pretty good in +1/+1 counter decks. Not much else to say about it.
Another modal DFC. The effect is powerful, but 8 mana is quite steep. I don't think the option to play this as a land when needed is quite enough to make the front side attractive.
Meh. White has such EXCEPTIONAL removal and the options are plentiful indeed.
Again, the Party mechanic just does nothing for me. I just can't get excited about cards that only work if I have exactly these four types of creature.
Technically this is a 5 color card, but it shows up in the White section on the official spoiler page, so here it is.
Obviously if your going Party tribal you have to be looking at this Tazri as at least a potential commander, and she may even be the clear best choice. I do appreciate that they also threw a bone to the Ally decks of yore as well.
I'm just wondering if there's enough overlap between Allies and the Party types to make a cohesive deck built around both. But I'm not curious enough to actually look, because it still seems like a boring deck to me.
Almost overlooked this little guy. I always like a cheap double striker, as they were Equipment quite well, and even a 1/1 hits pretty hard when carrying a Sword of Fire and Ice. If your deck has a decent amount of both Warriors and Equipment, you'll clearly be wanting to slot this in somewhere. Without a handful of other warriors to potentially buff, this is basically just a Fencing Ace reprint. Which is fine, but not really needed.
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